If your game has a need for random mutation tables and procedures for creating all sorts of mutant abominations or unnatural things, whether they are corrupt demons and unique monsters or strange... More > aliens and new superheroes, The Metamorphica is the book for you. As a collection of biological, psychic, and supernatural mutations, all grouped into tables so results can be randomly selected using dice, this book is a system-agnostic resource for campaigns of such diverse genres as dark fantasy, four-colour comic book, post-apocalypse, modern horror, science fiction, transhumanism, and weird high fantasy. The Metamorphica contains over 650 individual mutations, all with their own descriptions; procedures for using mutations in four different campaign types; and procedures for creating aliens, demons, monsters, and mutant animals, humans, and plants. This is the print version. The pdf version is available as a free download.< Less

Vicky continues her investigation into the random mutations which have struck the population of San Francisco, unaware that another party is conducting a similar (if more brutal) search for the... More > source.< Less

Finally the first Underworld Kingdom campaign booklet is available!
It contains some new rules and guidelines, 200 random names, quirks, prophecies, mutations and equipment lists, ready to be used... More > in your Old School Gaming Campaign.< Less

Finally the first Underworld Kingdom campaign booklet is available!
It contains some new rules and guidelines, 200 random names, quirks, prophecies, mutations and equipment lists, ready to be used... More > in your Old School Gaming Campaign.< Less

Welcome to Pitford: Gateway to the Ruins! Why not enjoy some of the fine services offered in this enclosed town? There are brothels, bars, massage parlors, shops, a casino and even a gladiatorial... More > arena, all here for your delight. After all, this may be your last night in this twisted world, why not make it one to remember?
Pitford is like a great immobile tank, stuck on the battle scarred, hostile plains in the shadow of the Great Ruins. It is more than a home base for excavators; it is a dynamic adventure site, where opportunity, riches, and debauchery await. Herein, game sessions are as challenging and deadly as anything found outside of its junk and concrete shell.
Pitford figures heavily in upcoming adventures published for The Mutant Epoch role-playing game. While having this book isn’t necessary, it would enhance game play.
● 200 pages ● 108 illustrations ● 5 Maps ● 122 Locations ● Encounter Tables ● Random Rumors ● Adventure Hooks and much more!< Less

A young boy mutates from carefree, tree-climbing, dirty-kneed existence to drooling Neanderthal in an instant of time during country dancing in the school hall. This is no unfortunate accident, no... More > trick of fate or random happening. The girl in the blue dress does this to him. A purposeful, pre-meditated attack on his mind and nothing will ever be the same again.< Less

A young boy mutates from carefree, tree-climbing, dirty-kneed existence to drooling Neanderthal in an instant of time during country dancing in the school hall. This is no unfortunate accident, no... More > trick of fate or random happening. The girl in the blue dress does this to him. A purposeful, pre-meditated attack on his mind and nothing will ever be the same again.< Less

MUTANTS AND DEATH RAY GUNS is a fast-paced, skirmish level, post-holocaust miniature system for 2+ players. Based on the popular Song of Blades and Heroes mechanics, the rules are simple and, above... More > all, FUN!
After the holocaust, new races compete for supremacy over a scorched Earth. Pit your band of desperadoes against the dangers of a wasted world.
Complete a battle in 45 minutes a campaign in one evening!
Play with any single-based miniature, in any scale, with as little as four models per player— a 2’x2’ table is enough!
Use three sticks for movement and ranges.
Create characters randomly or with a point system.
Characters include: Humans, Androids, Mutants, Robots, Mutated Plants, Mutated Animals, and the Wretched!
Six scenarios included;
Rules for mutations, power armor, high-tech weapons and psi-powers;
Campaign rules: characters gain new mutations and equipment after every battle.
This revised, expanded edition is a complete, stand alone product.< Less

Genetic programming (GP) is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas... More > from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until high-fitness solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. This unique overview of this exciting technique is written by three of the most active scientists in GP.< Less

THE TEN FACTS OF EVOLUTION is a book that resolves the conflict between Darwinism and intelligent design, between science and teleology, by means of Robert F. DeHaan's theory of evolution, called... More > macrodevelopment.
The book begins by summarizing the "ten major facts" of biological evolution and then compares how two very different theories of evolution try to explain these facts. The first theory is the overwhelmingly dominant theory of neo-Darwinism, according to which evolution is the result of the interaction between random genetic mutations and “natural selection”. The second theory is Robert F. DeHaan’s theory of macrodevelopment, according to which evolution is the result of the “unfolding” of the biosphere over millions of years in a manner analogous to the “unfolding” of the biological individual within the womb during morphogenesis.< Less

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